Attention:The NSF Public Access Repository (PAR) system and access will be unavailable from 11:00 PM ET on Thursday, October 15th until 12:00 AM ET on Friday, October 16th due to maintenance. We apologize for the inconvenience.


This content will become publicly available on November 24, 2026

Title: Learning from Silence and Noise for Visual Sound Source Localization
Visual sound source localization is a fundamental perception task that aims to detect the location of sounding sources in a video given its audio. Despite recent progress, we identify two shortcomings in current methods: 1) most approaches perform poorly in cases with low audio-visual semantic correspondence such as silence, noise, and offscreen sounds, i.e. in the presence of negative audio; and 2) most prior evaluations are limited to positive cases, where both datasets and metrics convey scenarios with a single visible sound source in the scene. To address this, we introduce three key contributions. First, we propose a new training strategy that incorporates silence and noise, which improves performance in positive cases, while being more robust against negative sounds. Our resulting self-supervised model, SSL-SaN, achieves state-of-the-art performance compared to other self-supervised models, both in sound localization and cross-modal retrieval. Second, we propose a new metric that quantifies the trade-off between alignment and separability of auditory and visual features across positive and negative audio-visual pairs. Third, we present IS3+, an extended and improved version of the IS3 synthetic dataset with negative audio. Our data, metrics and code are available on the Project page.  more » « less
Award ID(s):
2504643
PAR ID:
10686132
Author(s) / Creator(s):
; ; ;
Publisher / Repository:
BMVA - the British Machine Vision Association.
Date Published:
Format(s):
Medium: X
Location:
Sheffield, UK
Sponsoring Org:
National Science Foundation
More Like this
  1. The joint analysis of audio and video is a powerful tool that can be applied to various contexts, including action, speech, and sound recognition, audio-visual video parsing, emotion recognition in affective computing, and self-supervised training of deep learning models. Solving these problems often involves tackling core audio-visual tasks, such as audio-visual source localization, audio-visual correspondence, and audio-visual source separation, which can be combined in various ways to achieve the desired results. This paper provides a review of the literature in this area, discussing the advancements, history, and datasets of audio-visual learning methods for various application domains. It also presents an overview of the reported performances on standard datasets and suggests promising directions for future research. 
    more » « less
  2. Generating realistic audio for human actions is critical for applications such as film sound effects and virtual reality games. Existing methods assume complete correspondence between video and audio during training, but in real-world settings, many sounds occur off-screen or weakly correspond to visuals, leading to uncontrolled ambient sounds or hallucinations at test time. This paper introduces AV-LDM, a novel ambient-aware audio generation model that disentangles foreground action sounds from ambient background noise in in-the-wild training videos. The approach leverages a retrieval-augmented generation framework to synthesize audio that aligns both semantically and temporally with the visual input. Trained and evaluated on Ego4D and EPIC-KITCHENS datasets, along with the newly introduced Ego4D-Sounds dataset (1.2M curated clips with action-audio correspondence), the model outperforms prior methods, enables controllable ambient sound generation, and shows promise for generalization to synthetic video game clips. This work is the first to emphasize faithful video-to-audio generation focused on observed visual content despite noisy, uncurated training data. 
    more » « less
  3. Spatial sound reasoning is a fundamental human skill, enabling us to navigate and interpret our surroundings based on sound. In this paper we present BAT, which combines the spatial sound perception ability of a binaural acoustic scene analysis model with the natural language reasoning capabilities of a large language model (LLM) to replicate this innate ability. To address the lack of existing datasets of in-the-wild spatial sounds, we synthesized a binaural audio dataset using AudioSet and SoundSpaces 2.0. Next, we developed SpatialSoundQA, a spatial sound-based question-answering dataset, offering a range of QA tasks that train BAT in various aspects of spatial sound perception and reasoning. The acoustic front end encoder of BAT is a novel spatial audio encoder named Spatial Audio Spectrogram Transformer, or Spatial-AST, which by itself achieves strong performance across sound event detection, spatial localization, and distance estimation. By integrating Spatial-AST with LLaMA-2 7B model, BAT transcends standard Sound Event Localization and Detection (SELD) tasks, enabling the model to reason about the relationships between the sounds in its environment. Our experiments demonstrate BAT's superior performance on both spatial sound perception and reasoning, showcasing the immense potential of LLMs in navigating and interpreting complex spatial audio environments. 
    more » « less
  4. Sound designers search for sounds in large sound effects libaries using aspects such as sound class or visual context. However, the metadata needed for such search is often missing or incomplete, and requires significant manual effort to add. Existing solutions to automate this task by generating metadata, i.e. captioning, and search using learned embeddings, i.e. text-audio retrieval, are not trained on metadata with the structure and information pertinent to sound design. To this end we propose audiocards, structured metadata grounded in acoustic attributes and sonic descriptors, by exploiting the world knowledge of LLMs. We show that training on audiocards improves downstream text-audio retrieval, descriptive captioning, and metadata generation on professional sound effects libraries. Moreover, audiocards also improve performance on general audio captioning and retrieval over the baseline single-sentence captioning approach. We release a curated dataset of sound effects audiocards to invite further research in audio language modeling for sound design. 
    more » « less
  5. SONYC Urban Sound Tagging (SONYC-UST) is a dataset for the development and evaluation of machine listening systems for realworld urban noise monitoring. It consists of 3068 audio recordings from the “Sounds of New York City” (SONYC) acoustic sensor network. Via the Zooniverse citizen science platform, volunteers tagged the presence of 23 fine-grained classes that were chosen in consultation with the New York City Department of Environmental Protection. These 23 fine-grained classes can be grouped into eight coarse-grained classes. In this work, we describe the collection of this dataset, metrics used to evaluate tagging systems, and the results of a simple baseline model. 
    more » « less